fix: loaded-chunk guard in calculate_visibility, reset dig timer while airborne
- calculate_visibility: None from floor_tiles.get() now checks tilemap.chunks to confirm the neighbour's chunk is loaded before treating it as air. Without this, unloaded world borders and pending chunks were incorrectly seen as open space, causing underground tiles to render as black. - rabbit_dig_system: skip and reset timer when entity is not on standable ground, preventing rapid-dig cascade as rabbit falls through multiple levels.
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@@ -6,4 +6,4 @@ vsync = "mailbox"
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[spawn_counts]
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dorfs = 50
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pigs = 5
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rabbits = 5
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rabbits = 15
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